T
his guide is intended to be a conversion of
various monsters and NPCs in order to
facilitate proper campaigns set in the Forgotten Aballin
Realms. There's so many monsters - Large ooze, unaligned
Phaerimms and Sharns, Fang Dragons and
Wemics - that haven't yet been updated to fifth Armor Class 11
edition and really ought to be. Hit Points 30 (4d10 + 8)
This isn't a proper sourcebook, homebrew or not. None of Speed 20 ft., swim 40 ft.
the monsters in this guide are of my own creation and
reprinting the lore that others have written is impolite at best.
Ideally this guide should be used in conjunction with the STR DEX CON INT WIS CHA
books that these creatures were originally printed in. In place 21 (+5) 13 (+1) 14 (+2) 1 (−5) 9 (−1) 6 (−2)
of lore are my thoughts and justification of the conversion
process. Damage Resistances bludgeoning from nonmagical
I'm not converting everything word-for-word. There are weapons
many design conventions in 5e which do not match those of Damage Immunities cold, fire, lightning, piercing,
previous editions, especially concerning damage or condition slashing
immunities and resistances, nonabilities, and innate Condition Immunities blinded, charmed, deafened,
spellcasting. When converting these monsters I'll be removing exhaustion, frightened, prone
those abilities where appropriate to make them feel more like Senses blindsight 60 ft., passive Perception 9
5e monsters and less like obvious conversions of ADnD/3.5e Languages —
monsters. Challenge 2 (450 XP)
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Asabi Banedead
Asabi are fairly standard reptilian humanoids. Their only Medium undead, lawful evil
distinguishing feature is their jumping ability. The Stingtails
are a larger breed, and have poison stings and are immune to
enchantment. I decided that lowering their CR was a better Armor Class 15 (natural armour)
Hit Points 45 (6d8 + 18)
call than raising their attributes - Asabi are meant to be Speed 30 ft.
squishy minions, and CR 1 is a little high for that in 5e. I
would have liked to give the Stingtail higher poison damage,
but on top of four attacks 2d6 is about as much as I could STR DEX CON INT WIS CHA
justify for a CR 3.
15 (+2) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 15 (+2)
Actions Baneguard
Mutliattack. The stingtail makes three attacks: one The baneguards are a type of animated skeleton originally
with its bite, one with its claws, and one with its developed by priests of Bane. Their most iconic abilities are
sting. their ability to fire magic missiles and blink as the spell. I
would have tried to convert the blink spell into a proper
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one monster Action, but that spell is like half a page long and it
target. Hit: 5 (1d6 + 2) piercing damage. seems like it's easier for everyone involved to just reference
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., the spell. Credit to /u/mclemente26 for using the Phase
one target. Hit: 7 (2d4 + 2) slashing damage. Spider's Ethereal Jaunt trait.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage plus 7
(2d6) poison damage.
Banedead
The banedead is, appropriately, an undead creature
resembling a zombie created from a follower of Bane by
Banite clerics. Unlike zombies they are fast and intelligent,
like a wight. Their defining trait is their claws, which damage
Dexterity like a Shadow damages Strength. I've increased
their Strength score (wights got a similar increase upon their
conversion to 5e) and the damage of their natural weapons to
improve their damage output.
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Baneguard Banelar
Huge monstrosity, lawful evil
Medium undead, neutral evil
Armor Class 14 (natural armour)
Armor Class 12 (natural armour) Hit Points 138 (12d12 + 60)
Hit Points 39 (6d8 + 12) Speed 30 ft., swim 30 ft.
Speed 30 ft.
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Bat, Deep
There are three unique types of bats native to the Realms: Night Hunter
bonebats, night hunters, and sinisters. Medium beast, neutral evil
Bonebats are man-sized skeletal bats whose bites paralyze
and which can see invisible creatures. Armor Class 13
Night hunters are intelligent, evil, giant bats that give of an Hit Points 27 (5d8 + 5)
aura of fear. Speed 10 ft., fly 50 ft.
Sinisters are large-sized intelligent bats with the magical
ability to paralyze creatures and deflect missiles.
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 13 (+1) 11 (+0) 11 (+0) 10 (+0)
12 (+1) 13 (+1) 13 (+1) 6 (−2) 10 (+0) 14 (+2) Tail Stab. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) piercing damage.
Damage Vulnerabilities bludgeoning Frightful Presence. Each creature of the night hunter's
Damage Immunities poison choice that is within 30 feet of the night hunter and
Condition Immunities exhaustion, poison aware of it must succeed on a DC 10 Wisdom saving
Senses truesight 120 ft., passive Perception 10 throw oe become frightened for 1 minute. A
Languages — creature can repeat the saving throw at the end of
Challenge 1 (450 XP) each of its turns, ending the effect on itself on a
success. If the creature's saving throw is successful
or the effect ends for it, the creature is immune to
Actions the night hunter's Frightful Presence for the next 24
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one hours.
target. Hit: 5 (1d6 + 1) piercing damage. The target
must succeed on a DC 11 Constitution saving throw
or be paralyzed for 1 minute. The target can repeat
the saving throw at the end of each of its turns,
ending the effect on itself on a success.
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Beast of Malar
The Beast of Malar is a shapechanging beast which switches
between panther, bat, and "claw slayer" forms. Each form has
its own special abilities, but all forms regenerate, are immune
to fear, and resist nonmagical weapons. I've simplified the
beast's ability scores so that they are the same in all forms, as
usual for shapechangers in 5e. I've also increased the bat
form's land speed from 10 feet for the sake of simplicity.
Monsters of Faerun, again, doesn't mention languages, so I
took a guess.
Beast of Malar Shapechanger. The beast can use its action to polymorph
into one of three forms: a panther, a bat, or a claw slayer.
Medium monstrosity (shapechanger), chaotic evil
Its statistics, other than where noted, are the same in
each form. Any equipment it is wearing or carrying isn't
Armor Class 19 (natural armour) transformed.
Hit Points 152 (16d8 + 80)
Speed 20 ft. (60 ft. in panther form, climb 20 ft. in claw Actions
slayer form, fly 30 ft. in bat form) Multiattack (Panther or Claw Slayer Form Only). The beast
makes three attacks: one with its bite and two with its
claws.
STR DEX CON INT WIS CHA
23 (+6) 19 (+4) 20 (+5) 10 (+0) 15 (+2) 17 (+3) Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 16 (3d6 + 6) piercing damage.
Saving Throws Str +10, Dex +8, Con +9 Claw (Panther or Claw Slayer Form Only). Melee Weapon
Skills Athletics +10, Perception +6, Stealth +8 Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 +
Damage Resistances bludgeoning, piercing, and slashing 6) piercing damage.
from nonmagical weapons
Condition Immunities frightened Legendary Actions
Senses darkvision 60 ft., passive Perception 16 The beast can take 3 legendary actions, choosing from
Languages Abyssal, Common, Sylvan the options below. Only one legendary action can be
Challenge 12 (8,400 XP) used at a time and only at the end of another creature's
turn. The beast regains spent legendary actions at the
Magic Weapons. The beast's weapon attacks are magical. start of its turn.
Pounce (Panther Form Only). If the beast moves at least Claw (Claw Slayer Form Only). The beast makes one
20 feet straight toward a creature and then hits it with a attack with its claw.
claw attack on the same turn, that target must succeed
on a DC 18 Strength saving throw or be knocked prone. Fly (Bat Form Only). The beast moves up to its speed.
If the target is prone, the beast can make one bite attack This movement does not provoke attacks of
against it as a bonus action. opportunity.
Regeneration. The beast regains 10 hit points at the start Rake (Panther Form Only, Costs 2 Actions). This action
of its turn. If the beast takes radiant damage, this trait can only be used if the beast has hit the target with a
doesn't function at the start of the beast's next turn. The claw attack since the start of its last turn. The beast
beast dies only if it starts its turn with 0 hit points and makes two claw attacks, raking the opponent with its
doesn't regenerate. hind legs. If it hits with both attacks, the target is
grappled.
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Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) piercing damage plus 7
(2d6) poison damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) slashing damage.
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I probably would have increased the number of duplicates
Cloaker Lord created with Phatasms to reflect the 3.5e caster level increase,
A cloaker lord is a more powerful subrace of cloaker. It is but since the mirror image spell doesn't grant more duplicates
mostly identical to an ordinary cloaker, but has the ability to as the spell level increases I decided against it; allowing the
cast spells as a wizard and control other cloakers. I actually cloaker lord to create 4 or 5 duplicates would be a good
had to increase its CR from 7 to 10, unlike most monsters, change if you prefer.
because the ordinary cloaker's CR increased from 5 to 8. After everything it's a little more complicated than I'd like
Cloakers were significantly simplified with their conversion to for a 5e monster, but I guess that's just what happens when
5e, and I've carried those simplifications into the cloaker lord you throw more special abilities onto an already-complex
as well. monster.
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Create Darkenbeast
Darkenbeast 5th-level transmutation
The darkenbeasts are bat-winged horrors created by Thayan Casting Time: 1 hour
wizards from animals. Their signiture ability is their Range: 30 feet
imprinted spells, which can be cast by a darkenbeast's master. Components: V, S, M (dried wyvern's blood smeared upon the
I've simplified the process of casting imprinted spells to make spell's target, and a black pearl worth at least 200 gp)
their use by DMs a little easier. I've also removed the ability to Duration: Instantaneous
dispel magic to revert a darkenbeast, if only for saving space
on the statblock. You can cast this spell only in darkness: at night, indoors, or
underground. You transform a beast with a challenge rating of
1/4 or lower within range into a darkenbeast. A target with an
Intelligence score of 5 or higher can make a Charisma saving
Darkenbeast throw to negate the effect; targets with an Intelligence of 4 or
lower are automatically affected.
Medium monstrosity, neutral evil You can cast another spell with a casting time of 1 action as
part of casting create darkenbeast to imprint that spell onto
Armor Class 14 (natural) the darkenbeast.
Hit Points 37 (5d8 + 15) On each of your turns, you can use a bonus action to
Speed 5 ft., fly 40 ft. mentally command a created darkenbeast within 60 feet of
you (if you control multiple darkenbeasts, you can command
STR DEX CON INT WIS CHA any or all of them at the same time, issuing the same
command to each one).
16 (+3) 15 (+2) 16 (+3) 5 (−3) 11 (+0) 4 (−3) The darkenbeast is under your control for 24 hours, after
which it stops obeying any command you've given it. To
Condition Immunities charmed, frightened maintain control over the darkenbeast for another 24 hours,
Senses darkvision 60 ft., passive Perception 10 you must cast this spell on the darkenbeast before the current
Languages — 24-hour period ends. The darkenbeast does not have to be
Challenge 2 (450 XP) within range of the spell for you to reassert your control over
it.
Daylight Intolerance. While in sunlight, the
darkenbeast has disadvantage on attack rolls, ability
checks, and saving throws. For every 10 consecutive Darktree
minutes the Darkenbeast is exposed to sunlight, it The darktree is an evil treant-like creature. Since they're
must succeed on a DC 10 Wisdom saving throw or
revert to its original animal form. A sunbeam or
roughly the same CR in 3.5e, I decided that they would be best
sunburst spell automatically causes the darkenbeast
represented as a monster variant of the treant, rather than a
to revert to animal form. seperate creature. There are a few sacrifices in faithfulness
that are made with this method; darktrees are ordinarily
Magic Resistance. The darkenbeast has advantage on dumber than treants and have more hit points, but I decided
saving throws against spells and other magical those changes were too minor to bother with.
effects.
Spell Imprinting. Every darkenbeast carries a spell
which is imprinted into it when it is created. When Variant: Darktree Treant
the darkenbeast's master is within 30 feet, the A darktree is a normal treant with the following
master can use its action to cast the spell imprinted changes.
on the darkenbeast without expending a spell slot. A
master can only cast five spells per day in this way. A darktree is neutral evil
A darktree's speed is 10 feet.
Actions A darktree is vulnerable to cold damage but
resistant to fire damage.
Multiattack. The darkenbeast makes three attacks: A darktree's slam attacks deal slashing damage.
one with its bite and two with its claws. A creature hit by a darktree's slam attack is
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one grappled. The escape DC is 18.
target. Hit: 10 (2d6 + 3) piercing damage. A darktree loses the ability to Animate Trees.
A darktree has the following trait:
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage. Confusion. As a bonus action, the darktree can
attempt to confuse a target with 60 feet that isn't
aware of the darktree. The target must succeed on a
DC 15 Wisdom saving throw or completely lose
their sense of direction, often causing them to
become hopelessly lost in the forest.
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Deepspawn
Deepspawn are beholderlike creatures with six arms: three
tentacles and three ending in mouths. Their signature ability
is their spawning; a Deepspawn can give birth to any creature
it has devoured that is native to the material plane.
Deepspawn in 3.0 are large-sized but, for some reason, take
up a space 15-by-15 feet. I've just increased their size to huge;
I think it makes them cooler, anyways. Their spawning ability
is not considered in calculating the CR of the deepspawn; the
spawn are independent creatures that grant their own XP, and
it would be impossible to balance around it anyways.
Deepspawn typically fight halfway submerged in their
treasure horde, granting them 1/2 cover.
Armor Class 14 (natural armour) Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft.,
Hit Points 152 (16d12 + 48) one target. Hit: 8 (1d8 + 4) bludgeoning damage and
Speed 20 ft., swim 20 ft. the target is grappled (escape DC 15) if it is a Large or
smaller creature. Until this grapple ends, the deepspawn
can't use this tentacle on another target.
STR DEX CON INT WIS CHA Hold Monster (Recharge 5-6). One creature of the
19 (+4) 12 (+1) 17 (+3) 17 (+3) 16 (+3) 4 (−3) deepspawn's choice within 90 feet must succeed on a
DC 14 Wisdom saving throw or be paralyzed for 1
minute. A creature can repeat the saving throw at the
Saving Throws Int +6, Wis +6 end of each of its turns, ending the effect on itself on a
Skills Perception +6, Stealth +4 success. A deepspawn can automatically grapple a
Damage Immunities poison paralyzed target within 15 feet if it has a free tentacle
Condition Immunities poisoned (escape DC 15).
Senses darkvision 60 ft., passive Perception 16
Languages Deep Speech, Undercommon Legendary Actions
Challenge 8 (3,900 XP)
The deepspawn can take 3 legendary actions, choosing
from the options below. Only one legendary action can
Magic Resistance. The deepspawn has advantage on
be used at a time and only at the end of another
saving throws against spells and other magical effects.
creature's turn. The deepspawn regains spent legendary
actions at the start of its turn.
Actions
Multiattack. The deepspawn makes three attacks with its Bite. The deepspawn makes one bite attack.
tentacles. Close Wounds (Costs 2 Actions). The deepspawn regains
21 (2d10+10) hit points.
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It was hard to decide on an exact Strength score, since they
Demon, Ghour had 28 Strength in 3e and were stronger than hill giants (25
The Ghour are large, horned demons resembling minotaurs. Strength) and stone giants (27 Strength) but were weaker
Their signature abilities are their poisonous breath weapon than glabrezu (31 Strength) and goristro (34 Strength). In 5e
and stunning roar. The breath weapon originally dealt hill and stone giants are both stronger than glabrezu, and
strength damage, but it seemed simpler to just have it deal goristros only have 25 Strength; I went with 23 Strength, but
poison damage since strength poisons aren't really a thing in I'm not happy about it.
5e. Ghours have spell-like abilities in 3.0, but I decided to
remove them like they were removed from Mariliths, Greater Doppelganger
Nalfeshnee, and Hezrou. The greater doppelganger is similar to an ordinary
doppelganger, but also has the ability to devour a humanoid's
brain and copy their form exactly, even most class features.
This makes the greater doppelganger basically impossible to
Ghour accurately balance; after all, if one devours a 20th-level wizard,
Huge fiend (demon), chaotic evil they're a 20th-level wizard now. These are the kind of
monsters that just don't make it into 5e, so there's a few
Armor Class 18 (natural armour) sacrifices that need to be made in the way of edition etiquette.
Hit Points 230 (20d12 + 100) I've increased their Dexterity to mimic the Dexterity increase
Speed 40 ft. normal Doppelgangers get. I've removed the Magic Item Use
trait, as that's pretty much up to DM discretion in 5e anyways.
I've taken away the Ambusher and Surprise Attack traits that
STR DEX CON INT WIS CHA the normal Doppelganger was granted in 5e, since that isn't
23 (+6) 8 (−1) 20 (+5) 15 (+2) 13 (+1) 11 (+0) really how the Greater Doppelganger functions; they're more
focused on deep cover and fighting in shapechanged form
Skills Perception +5 than surprise attacks.
Damage Resistances cold, fire, lightning;
bludgeoning, piercing, and slashing from
nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Abyssal, telepathy 120 ft.
Challenge 11 (7,200 XP)
Actions
Multiattack. The ghour makes three attacks: one with
its gore and two with its slam.
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 39 (6d10 + 6) piercing damage.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Poison Breath (Recharge 6). The ghour exhales
poisonous gas in a 30-foot cone. Each creature in
that area must make a DC 17 Constitution saving
throw, taking 49 (14d6) poison damage on a failed
save, or half as much damage on a successful one.
Stunning Roar (1/Day). The ghour bellows an ear-
splitting roar. Each creature within 30 feet of the
ghour must succeed on a DC 17 Constitution saving
throw or become stunned. The creature can repeat
this save at the end of each of its turns, ending the
effect on a success. If the stunned creature fails its
first saving throw by 5 or more, it is deafened for
one hour.
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Adult Brown Dragon Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
Huge dragon, neutral evil
must succeed on a DC 17 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
Armor Class 18 (natural armour) the saving throw at the end of each of its turns, ending
Hit Points 225 (18d12 + 108) the effect on itself on a success. If a creature's saving
Speed 40 ft., burrow 40 ft. throw is successful or the effect ends for it, the creature
is immune to the dragon's Frightful Presence for the
next 24 hours.
STR DEX CON INT WIS CHA
Acid Breath (Recharge 5-6). The dragon exhales acid in a
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4) 90-foot line that is 5 feet wide. Each creature in that line
must make a DC 19 Dexterity saving throw, taking 67
Saving Throws Dex +5, Con +11, Wis +7, Cha +9 (15d8) acid damage on a failed save, or half as much
Skills Perception +12, Stealth +5 damage on a successful one.
Damage Immunities acid
Senses blindsight 60 ft., tremorsense 480 ft., darkvision Legendary Actions
120 ft., passive Perception 22 The dragon can take 3 legendary actions, choosing from
Languages Common, Draconic the options below. Only one legendary action option
Challenge 16 (15,000 XP) can be used at a time and only at the end of another
creature's turn. The dragon regains spent legendary
Legendary Resistance (3/Day). If the dragon fails a saving actions at the start of its turn.
throw, it can choose to succeed instead.
Detect. The dragon makes a Wisdom (Perception)
Actions check.
Multiattack. The dragon can use its Frightful Presence. It Tail Attack. The dragon makes a tail attack.
then makes three attacks: one with its bite and two with Burrowing Attack (Costs 2 Actions). The dragon thrashes,
its claws. burrowing into the ground without provoking
opportunity attacks. Each creature within 5 feet of the
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one dragon must succeed on a DC 20 Strength saving throw
target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) or be knocked prone. The dragon can then burrow up to
acid damage. half its burrowing speed before rising to the surface and
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one making a bite attack. The dragon has advantage on the
target. Hit: 14 (2d6 + 7) piercing damage. attack roll.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one
target. Hit: 16 (2d8 + 7) piercing damage.
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Ancient Brown Dragon Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
Gargantuan dragon, neutral evil
must succeed on a DC 20 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
Armor Class 21 (natural armour) the saving throw at the end of each of its turns, ending
Hit Points 481 (26d20 + 208) the effect on itself on a success. If a creature's saving
Speed 40 ft., burrow 40 ft. throw is successful or the effect ends for it, the creature
is immune to the dragon's Frightful Presence for the
next 24 hours.
STR DEX CON INT WIS CHA
Acid Breath (Recharge 5-6). The dragon exhales acid in a
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5) 90-foot line that is 5 feet wide. Each creature in that line
must make a DC 23 Dexterity saving throw, taking 90
Saving Throws Dex +7, Con +15, Wis +10, Cha +12 (20d8) acid damage on a failed save, or half as much
Skills Perception +17, Stealth +7 damage on a successful one.
Damage Immunities acid
Senses blindsight 60 ft., tremorsense 480 ft., darkvision Legendary Actions
120 ft., passive Perception 27 The dragon can take 3 legendary actions, choosing from
Languages Common, Draconic the options below. Only one legendary action option
Challenge 23 (32,500 XP) can be used at a time and only at the end of another
creature's turn. The dragon regains spent legendary
Legendary Resistance (3/Day). If the dragon fails a saving actions at the start of its turn.
throw, it can choose to succeed instead.
Detect. The dragon makes a Wisdom (Perception)
Actions check.
Multiattack. The dragon can use its Frightful Presence. It Tail Attack. The dragon makes a tail attack.
then makes three attacks: one with its bite and two with Burrowing Attack (Costs 2 Actions). The dragon thrashes,
its claws. burrowing into the ground without provoking
opportunity attacks. Each creature within 10 feet of the
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one dragon must succeed on a DC 24 Strength saving throw
target. Hit: 20 (2d10 + 9) piercing damage plus 14 or be knocked prone. The dragon can then burrow up to
(4d6) acid damage. half its burrowing speed before rising to the surface and
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., making a bite attack. The dragon has advantage on the
one target. Hit: 16 (2d6 + 9) slashing damage. attack roll.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one
target. Hit: 18 (2d8 + 9) bludgeoning damage.
Deep Dragon
Deep dragons are the type of dragon most often found in the
underdark. They are neither chromatic nor metallic. Their
breath weapon is a cone of gas, and they have natural
truesight instead of darkvision. They can detect magic, are
immune to charm, and have resistance (but not immunity) to
cold and fire. As they age they gain the ability to polymorph
into a wingless snake and then a humanoid. Ordinarily, a deep
dragon would have both by the time they become medium-
sized (AKA, a wyrmling in 5e). I decided to give the wyrmling
access to the snake form but save the humanoid form for
young and older. Ordinarily they are limited to a certain
number of uses per day, but that seemed silly to me. Like most
dragons in 3.0, deep dragons have a slew of spell-like abilities,
of which I've removed most of them. Deep dragons have the
same number of Hit Dice as blue and brown dragons, but are
smaller; using the same method as I used for brown dragons,
they are (again, ugh) almost identical to blue dragons in terms
of core statistics but should age slower. Deep dragons are
born extraordinarily intelligent but grow in intelligence slower
than other dragons; for my conversion, I had the ancient deep
dragon equal the green in intelligence and let it start out
knowing Undercommon.
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Deep Dragon Wyrmling Sense Magic. The dragon senses magic within 120 feet
of it at will. This trait otherwise works like the detect
Medium dragon, chaotic evil
magic spell but isn't itself magical.
Armor Class 17 (natural armour) in dragon form, 11 Shapechanger. The dragon can use its action to
(natural armour) in serpentine form polymorph into its serpentine form, or back into its true
Hit Points 52 (8d8 + 16) form. Its statistics, other than its AC, are the same in
Speed 30 ft., burrow 15 ft., fly 60 ft., swim 20 ft. each form. Any equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies.
Young Deep Dragon Multiattack. The dragon makes three attacks: one with its
Large dragon, chaotic evil bite and two with its claws. If the dragon is in its
serpentine form, it can constrict once in place of its two
claw attacks.
Armor Class 18 (natural armour) in dragon form, 12
(natural armour) in serpentine form Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Hit Points 152 (16d10 + 64) target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6)
Speed 40 ft., burrow 20 ft., fly 80 ft., swim 30 ft. acid damage.
Claw (Dragon Form Only). Melee Weapon Attack: +9 to
STR DEX CON INT WIS CHA hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing
damage.
21 (+5) 10 (+0) 19 (+4) 18 (+4) 15 (+2) 18 (+4)
Constrict (Serpentine Form Only). Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5)
Saving Throws Dex +4, Con +8, Wis +6, Cha +8 bludgeoning damage, and the target is grappled (escape
Skills Perception +10, Stealth +4 DC 17). Until this grapple ends, the creature is
Damage Resistances cold, fire restrained, and the dragon can't constrict another target.
Condition Immunities charmed
Senses blindsight 30 ft., truesight 120 ft., passive Acid Breath (Recharge 5-6). The dragon exhales corrosive
Perception 20 gas in a 30-foot cone. Each creature in that area must
Languages Draconic, Undercommon make a DC 16 Dexterity saving throw, taking 54 (12d8)
Challenge 9 (5,000 XP) acid damage on a failed save, or half as much damage
on a successful one.
Sense Magic. The dragon senses magic within 120 feet Change Shape. The dragon polymorphs into a Medium
of it at will. This trait otherwise works like the detect humanoid that has a challenge rating no higher than its
magic spell but isn't itself magical. own, or back into its true form. It reverts to its true form
if it dies. Any equipment it is wearing or carrying isn't
Shapechanger. The dragon can use its action to transformed. In its new form, the dragon retains its
polymorph into its serpentine form, or back into its true alignment and hit points, its Intelligence, Wisdom, and
form. Its statistics, other than its AC, are the same in Charisma scores, as well as this action. Its statistics and
each form. Any equipment it is wearing or carrying isn't capabilities are otherwise replaced by those of the new
transformed. It reverts to its true form if it dies. form, except any class features or legendary actions of
Actions that form.
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Adult Deep Dragon Constrict (Serpentine Form Only). Melee Weapon Attack:
+12 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7)
Huge dragon, chaotic evil
bludgeoning damage, and the target is grappled (escape
DC 20). Until this grapple ends, the creature is
Armor Class 19 (natural armour) in dragon form, 13 restrained, and the dragon can't constrict another target.
(natural armour) in serpentine form
Hit Points 225 (18d12 + 108) Frightful Presence. Each creature of the dragon's choice
Speed 40 ft., burrow 20 ft., fly 80 ft., swim 30 ft. that is within 120 feet of the dragon and aware of it
must succeed on a DC 17 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
STR DEX CON INT WIS CHA the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving
25 (+7) 10 (+0) 23 (+6) 20 (+5) 17 (+3) 19 (+4) throw is successful or the effect ends for it, the creature
is immune to the dragon's Frightful Presence for the
Saving Throws Dex +5, Con +11, Wis +8, Cha +9 next 24 hours.
Skills Perception +13, Stealth +5 Acid Breath (Recharge 5-6). The dragon exhales corrosive
Damage Resistances cold, fire gas in a 60-foot cone. Each creature in that area must
Condition Immunities charmed make a DC 19 Dexterity saving throw, taking 67 (15d8)
Senses blindsight 60 ft., truesight 120 ft., passive acid damage on a failed save, or half as much damage
Perception 23 on a successful one.
Languages Draconic, Undercommon
Challenge 16 (15,000 XP) Change Shape. The dragon polymorphs into a Medium
humanoid that has a challenge rating no higher than its
Sense Magic. The dragon senses magic within 120 feet own, or back into its true form. It reverts to its true form
of it at will. This trait otherwise works like the detect if it dies. Any equipment it is wearing or carrying isn't
magic spell but isn't itself magical. transformed. In its new form, the dragon retains its
alignment and hit points, its Intelligence, Wisdom, and
Shapechanger. The dragon can use its action to Charisma scores, as well as this action. Its statistics and
polymorph into its serpentine form, or back into its true capabilities are otherwise replaced by those of the new
form. Its statistics, other than its AC, are the same in form, except any class features or legendary actions of
each form. Any equipment it is wearing or carrying isn't that form.
transformed. It reverts to its true form if it dies.
Legendary Actions
Legendary Resistance (3/Day). If the dragon fails a saving
throw, it can choose to succeed instead. The dragon can take 3 legendary actions, choosing from
the options below. Only one legendary action option
Actions can be used at a time and only at the end of another
creature's turn. The dragon regains spent legendary
Multiattack. The dragon can use its Frightful Presence. It actions at the start of its turn.
then makes three attacks: one with its bite and two with
its claws. If the dragon is in its serpentine form, it can Detect. The dragon makes a Wisdom (Perception)
constrict once in place of its two claw attacks. check.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one Tail Attack. The dragon makes a tail attack.
target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) Wing Attack (Costs 2 Actions). The dragon beats its
acid damage. wings. Each creature within 10 feet of the dragon must
Claw (Dragon Form Only). Melee Weapon Attack: +12 to succeed on a DC 20 Dexterity saving throw or take 14
hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing (2d6 + 7) bludgeoning damage and be knocked prone.
damage. The dragon can then fly up to half its flying speed.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one
target. Hit: 16 (2d8 + 7) piercing damage.
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Ancient Deep Dragon Constrict (Serpentine Form Only). Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9)
Gargantuan dragon, chaotic evil
bludgeoning damage, and the target is grappled (escape
DC 24). Until this grapple ends, the creature is
Armor Class 22 (natural armour) in dragon form, 16 restrained, and the dragon can't constrict another target.
(natural armour) in serpentine form
Hit Points 481 (26d20 + 208) Frightful Presence. Each creature of the dragon's choice
Speed 40 ft., burrow 20 ft., fly 80 ft., swim 30 ft. that is within 120 feet of the dragon and aware of it
must succeed on a DC 20 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
STR DEX CON INT WIS CHA the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving
29 (+9) 10 (+0) 27 (+8) 21 (+5) 19 (+4) 21 (+5) throw is successful or the effect ends for it, the creature
is immune to the dragon's Frightful Presence for the
Saving Throws Dex +7, Con +15, Wis +11, Cha +12 next 24 hours.
Skills Perception +18, Stealth +7 Acid Breath (Recharge 5-6). The dragon exhales corrosive
Damage Resistances cold, fire gas in a 90-foot cone. Each creature in that area must
Condition Immunities charmed make a DC 23 Dexterity saving throw, taking 90 (20d8)
Senses blindsight 60 ft., truesight 120 ft., passive acid damage on a failed save, or half as much damage
Perception 28 on a successful one.
Languages Draconic, Undercommon
Challenge 23 (32,500 XP) Change Shape. The dragon polymorphs into a Medium
humanoid that has a challenge rating no higher than its
Sense Magic. The dragon senses magic within 120 feet own, or back into its true form. It reverts to its true form
of it at will. This trait otherwise works like the detect if it dies. Any equipment it is wearing or carrying isn't
magic spell but isn't itself magical. transformed. In its new form, the dragon retains its
alignment and hit points, its Intelligence, Wisdom, and
Shapechanger. The dragon can use its action to Charisma scores, as well as this action. Its statistics and
polymorph into its serpentine form, or back into its true capabilities are otherwise replaced by those of the new
form. Its statistics, other than its AC, are the same in form, except any class features or legendary actions of
each form. Any equipment it is wearing or carrying isn't that form.
transformed. It reverts to its true form if it dies.
Legendary Actions
Legendary Resistance (3/Day). If the dragon fails a saving
throw, it can choose to succeed instead. The dragon can take 3 legendary actions, choosing from
the options below. Only one legendary action option
Actions can be used at a time and only at the end of another
creature's turn. The dragon regains spent legendary
Multiattack. The dragon can use its Frightful Presence. It actions at the start of its turn.
then makes three attacks: one with its bite and two with
its claws. If the dragon is in its serpentine form, it can Detect. The dragon makes a Wisdom (Perception)
constrict once in place of its two claw attacks. check.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one Tail Attack. The dragon makes a tail attack.
target. Hit: 20 (2d10 + 9) piercing damage plus 14 Wing Attack (Costs 2 Actions). The dragon beats its
(4d6) acid damage. wings. Each creature within 10 feet of the dragon must
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., succeed on a DC 24 Dexterity saving throw or take 16
one target. Hit: 16 (2d6 + 9) slashing damage. (2d6 + 9) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one
target. Hit: 18 (2d8 + 9) bludgeoning damage.
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Adult Fang Dragon Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 19 (2d12 + 6) piercing damage plus 27
Huge dragon, chaotic neutral
(6d8) necrotic damage. The target's hit point maximum
is reduced by an amount equal to the necrotic damage
Armor Class 19 (natural armour) taken. This reduction lasts until the target finishes a long
Hit Points 207 (18d12 + 90) rest. The target dies if this effect reduces its hit point
Speed 40 ft., fly 80 ft. maximum to 0.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 15 (2d8 + 6) piercing damage. If the target
is a creature, it must succeed on a DC 19 Strength
23 (+6) 10 (+0) 21 (+5) 14 (+2) 13 (+1) 17 (+3) saving throw or be knocked prone.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
Saving Throws Dex +5, Con +10, Wis +6, Cha +8 target. Hit: 17 (2d10 + 6) piercing damage. If the target
Skills Perception +11, Stealth +5 is a creature, it must succeed on a DC 19 Strength
Senses blindsight 60 ft., darkvision 120 ft., passive saving throw or be knocked prone.
Perception 21
Languages Common, Draconic Frightful Presence. Each creature of the dragon's choice
Challenge 15 (13,000 XP) that is within 120 feet of the dragon and aware of it
must succeed on a DC 16 Wisdom saving throw or
Sense Magic. The dragon senses magic within 120 feet become frightened for 1 minute. A creature can repeat
of it at will. This trait otherwise works like the detect the saving throw at the end of each of its turns, ending
magic spell but isn't itself magical. the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature
Legendary Resistance (3/Day). If the dragon fails a saving is immune to the dragon's Frightful Presence for the
throw, it can choose to succeed instead. next 24 hours.
Mimicry. The dragon can mimic animal sounds and Legendary Actions
humanoid voices. A creature that hears the sounds can
tell they are imitations with a successful DC 16 Wisdom The dragon can take 3 legendary actions, choosing from
(Insight) check. the options below. Only one legendary action option
can be used at a time and only at the end of another
Actions creature's turn. The dragon regains spent legendary
actions at the start of its turn.
Multiattack. The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two with Detect. The dragon makes a Wisdom (Perception)
its claws. check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its
wings. Each creature within 10 feet of the dragon must
succeed on a DC 19 Dexterity saving throw or take 15
(2d8 + 6) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
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Ancient Fang Dragon Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one
target. Hit: 21 (2d12 + 8) piercing damage plus 36
Gargantuan dragon, chaotic neutral
(8d8) necrotic damage. The target's hit point maximum
is reduced by an amount equal to the necrotic damage
Armor Class 20 (natural armour) taken. This reduction lasts until the target finishes a long
Hit Points 333 (18d20 + 144) rest. The target dies if this effect reduces its hit point
Speed 40 ft., fly 80 ft. maximum to 0.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft.,
STR DEX CON INT WIS CHA one target. Hit: 17 (2d8 + 8) slashing damage. If the
target is a creature, it must succeed on a DC 22
26 (+8) 10 (+0) 26 (+8) 16 (+3) 15 (+2) 19 (+4) Strength saving throw or be knocked prone.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
Saving Throws Dex +6, Con +14, Wis +8, Cha +10 target. Hit: 19 (2d10 + 8) bludgeoning damage. If the
Skills Perception +14, Stealth +6 target is a creature, it must succeed on a DC 22
Senses blindsight 60 ft., darkvision 120 ft., passive Strength saving throw or be knocked prone.
Perception 24
Languages Common, Draconic Frightful Presence. Each creature of the dragon's choice
Challenge 20 (24,500 XP) that is within 120 feet of the dragon and aware of it
must succeed on a DC 18 Wisdom saving throw or
Sense Magic. The dragon senses magic within 120 feet become frightened for 1 minute. A creature can repeat
of it at will. This trait otherwise works like the detect the saving throw at the end of each of its turns, ending
magic spell but isn't itself magical. the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature
Legendary Resistance (3/Day). If the dragon fails a saving is immune to the dragon's Frightful Presence for the
throw, it can choose to succeed instead. next 24 hours.
Mimicry. The dragon can mimic animal sounds and Legendary Actions
humanoid voices. A creature that hears the sounds can
tell they are imitations with a successful DC 18 Wisdom The dragon can take 3 legendary actions, choosing from
(Insight) check. the options below. Only one legendary action option
can be used at a time and only at the end of another
Actions creature's turn. The dragon regains spent legendary
actions at the start of its turn.
Multiattack. The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two with Detect. The dragon makes a Wisdom (Perception)
its claws. check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its
wings. Each creature within 15 feet of the dragon must
succeed on a DC 22 Dexterity saving throw or take 17
(2d8 + 8) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
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Adult Song Dragon Claw (Dragon Form Only). Melee Weapon Attack: +11 to
hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing
Huge dragon, chaotic good
damage.
Armor Class 19 (natural armour) Tail (Dragon Form Only). Melee Weapon Attack: +11 to
Hit Points 207 (18d12 + 90) hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) piercing
Speed 40 ft., fly 80 ft. damage.
Rapier (Human Form Only). Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage.
STR DEX CON INT WIS CHA
Frightful Presence (Dragon Form Only). Each creature of
23 (+6) 10 (+0) 21 (+5) 18 (+4) 15 (+2) 19 (+4) the dragon's choice that is within 120 feet of the
dragon and aware of it must succeed on a DC 17
Saving Throws Dex +5, Con +10, Wis +7, Cha +9 Wisdom saving throw or become frightened for 1
Skills Insight +7, Perception +12, Persuasion +9, Stealth minute. A creature can repeat the saving throw at the
+5 end of each of its turns, ending the effect on itself on a
Damage Immunities lightning, poison success. If a creature's saving throw is successful or the
Condition Immunities poisoned effect ends for it, the creature is immune to the
Senses blindsight 60 ft., darkvision 120 ft., truesight 15 dragon's Frightful Presence for the next 24 hours.
ft., passive Perception 22 Lightning Breath (Dragon Form Only, Recharge 5-6). The
Languages Common, Draconic dragon exhales electrically charged gas in a 60-foot
Challenge 15 (13,000 XP) cone. Each creature in that area must make a DC 18
Dexterity saving throw, taking 56 (16d6) lightning
Shapechanger. The dragon can use its action to damage on a failed save, or half as much on a successful
polymorph into its human form, or back into its true one.
form. Reverting to its true form destroys any armour or
clothing the dragon is wearing. While in human form, Legendary Actions
the dragon's walking speed is 30 feet and can no longer The dragon can take 3 legendary actions, choosing from
fly. Its AC becomes 10, and its Strength score becomes the options below. Only one legendary action option
10 (+0). Its other statistics remain unchanged. Any can be used at a time and only at the end of another
equipment it is wearing or carrying isn't transformed. It creature's turn. The dragon regains spent legendary
reverts to its true form if it dies. actions at the start of its turn.
Legendary Resistance (3/Day). If the dragon fails a saving Detect. The dragon makes a Wisdom (Perception)
throw, it can choose to succeed instead. check.
Actions Tail Attack (Dragon Form Only). The dragon makes a tail
Multiattack. The dragon can use its Frightful Presence. It attack.
then makes three attacks: one with its bite and two with Wing Attack (Dragon Form Only, Costs 2 Actions). The
its claws. If the dragon is in its human form, it instead dragon beats its wings. Each creature within 10 feet of
makes three attacks with its rapier. the dragon must succeed on a DC 19 Dexterity saving
throw or take 13 (2d6 + 6) bludgeoning damage and be
Bite (Dragon Form Only). Melee Weapon Attack: +11 to knocked prone. The dragon can then fly up to half its
hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing flying speed.
damage plus 7 (2d6) lightning damage.
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Ancient Song Dragon Claw (Dragon Form Only). Melee Weapon Attack: +15 to
hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing
Gargantuan dragon, chaotic good
damage.
Armor Class 21 (natural armour) Tail (Dragon Form Only). Melee Weapon Attack: +15 to
Hit Points 385 (22d20 + 154) hit, reach 20 ft., one target. Hit: 17 (2d8 + 8)
Speed 40 ft., fly 80 ft. bludgeoning damage.
Rapier (Human Form Only). Melee Weapon Attack: +7 to
hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage.
STR DEX CON INT WIS CHA
Frightful Presence (Dragon Form Only). Each creature of
27 (+8) 10 (+0) 25 (+7) 20 (+5) 17 (+3) 21 (+5) the dragon's choice that is within 120 feet of the
dragon and aware of it must succeed on a DC 20
Saving Throws Dex +7, Con +14, Wis +10, Cha +12 Wisdom saving throw or become frightened for 1
Skills Insight +10, Perception +17, Persuasion +12, minute. A creature can repeat the saving throw at the
Stealth +7 end of each of its turns, ending the effect on itself on a
Damage Immunities lightning, poison success. If a creature's saving throw is successful or the
Condition Immunities poisoned effect ends for it, the creature is immune to the
Senses blindsight 60 ft., darkvision 120 ft., truesight 15 dragon's Frightful Presence for the next 24 hours.
ft., passive Perception 27 Acid Breath (Dragon Form Only, Recharge 5-6). The
Languages Common, Draconic dragon exhales electrically charged gas in a 90-foot
Challenge 22 (30,000 XP) cone. Each creature in that area must make a DC 22
Dexterity saving throw, taking 77 (22d6) lightning
Shapechanger. The dragon can use its action to damage on a failed save, or half as much on a successful
polymorph into its human form, or back into its true one.
form. Reverting to its true form destroys any armour or
clothing the dragon is wearing. While in human form, Legendary Actions
the dragon's walking speed is 30 feet and can no longer The dragon can take 3 legendary actions, choosing from
fly. Its AC becomes 10, and its Strength score becomes the options below. Only one legendary action option
10 (+0). Its other statistics remain unchanged. Any can be used at a time and only at the end of another
equipment it is wearing or carrying isn't transformed. It creature's turn. The dragon regains spent legendary
reverts to its true form if it dies. actions at the start of its turn.
Legendary Resistance (3/Day). If the dragon fails a saving Detect. The dragon makes a Wisdom (Perception)
throw, it can choose to succeed instead. check.
Actions Tail Attack (Dragon Form Only). The dragon makes a tail
Multiattack. The dragon can use its Frightful Presence. It attack.
then makes three attacks: one with its bite and two with Wing Attack (Dragon Form Only, Costs 2 Actions). The
its claws. If the dragon is in its human form, it instead dragon beats its wings. Each creature within 10 feet of
makes three attacks with its rapier. the dragon must succeed on a DC 23 Dexterity saving
throw or take 15 (2d6 + 8) bludgeoning damage and be
Bite (Dragon Form Only). Melee Weapon Attack: +15 to knocked prone. The dragon can then fly up to half its
hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing flying speed.
damage plus 14 (4d6) lightning damage.
Dragonkin
The dragonkin are a race of evil dragon-like humanoids,
similar to dragonborn (which they pre-date, to be clear) or
half-dragons. They can fly and can detect magic at will. They
often grab opponents' magic items and run off with them. I've
adjusted their ability scores and lowered their CR so they
work better in groups.
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Dread Warrior
The Dread Warrior is a type of corporeal undead similar to a Arctic Dwarf
wight, created from the body of a powerful fighter. Unlike Small humanoid (dwarf), lawful neutral
wights, most dread warriors are under the control of the their
creator, and do not create spawn. They are also quite dumb, Armor Class 11 (hide armour)
though they are have some intelligence. I dropped their CR Hit Points 13 (2d6 + 6)
significantly so that they work better as group monsters, and Speed 25 ft.
gave them the Bugbear's Brute trait to increase its damage
output.
STR DEX CON INT WIS CHA
Arctic Dwarf 17 (+3) 9 (−1) 16 (+3) 10 (+0) 11 (+0) 8 (−1)
Arctic Dwarves are a subrace of dwarves that live in cold
regions. Unlike most dwarves, they are small-sized, and are Damage Resistances poison
Damage Immunities cold
immune to cold. I've also included an Arctic Dwarf player race; Senses darkvision 60 ft., passive Perception 10
I'm not as good with races as I am with monsters, so it's not Languages Common, Dwarvish
perfect. Challenge 1/2 (100 XP)
I was most unsure of the cold immunity, but since Yuan-ti
Purebloods get poison immunity this sort of thing has Dwarven Resiliance. The dwarf has advantage on
precedence. saving throws against poison.
Actions
Greatclub. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 6
(1d6 + 3) piercing damage.
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Skills History +2
Arctic Dwarf Damage Resistances poison
Arctic dwarves are small but strong, and inured to the effects Senses darkvision 60 ft., passive Perception 11
of cold. Languages Dwarvish
Challenge 2 (450 XP)
Ability Score Increase. Your Strength score increases by
1. Dwarven Resiliance. The urdunnir has advantage on
Small Size. Unlike other dwarves, you are small sized. Your saving throws against poison.
speed is unchanged.
Arctic Immunity. You are immune to cold damage. Earth Glide. The urdunnir can burrow through
nonmagical, unworked earth and stone at a speed of
Urdunnir 30 feet. While doing so, the urdunnir does not
disturb the material it moves through.
The urdunnir are a magical and long-forgotten race of Actions
dwarves. They can walk through stone as if it were air, and
can stone shape and shape metal at will. There's no example Multiattack. The urdunnir makes two melee attacks.
statblock for an urdunnir NPC, but I figured that your average Warhammer. Melee Weapon Attack: +5 to hit, reach
Urdunnir soldier should be more powerful than any old dwarf. 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
Regardless, I would suggest using NPC statblocks with racial damage, or 8 (1d10 + 3) bludgeoning damage is
modifications instead of this statblock for most urdunnir; an used in two hands to make a melee attack.
urdunnir commoner should be a commoner with racial
modifications, while a powerful urdunnir warrior might be a Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
champion or warlord. This statblock just describes your range 100/400 ft., one target. Hit: 5 (1d10) piercing
average soldier. I used the orog as a power baseline - after all, damage.
in 3.0 an orog was an orc subrace just like how the urdunnir is Shape Metal or Stone. The urdunnir molds a metal or
a dwarf subrace. stone object. This magical ability is similar to the
Urdunnir often ready their action to use Shape Metal or stone shape spell but also affects metal. If the
Stone on incoming weapons. If the target fails the save, the urdunnir uses this ability on an object in another
attack only deals half damage, and the weapon is useless until creature's possession, the possessor can make a DC
repaired. 11 Dexterity saving throw. If the saving throw is
successful, it avoids the effects.
Urdunnir NPCs
When altering a generic NPC to be an urdunnir,
make the following adjustments to its statblock:
The urdunnir's alignment is neutral.
The urdunnir is proficient in History.
The urdunnir is resistant to poison damage.
The urdunnir has darkvision out to 60 feet.
The urdunnir has advantage on saving throws
against poison.
The urdunnir has the Earth Glide and Shape
Metal or Stone action options from the urdunnir
statblock. The save DC for Shape Metal or Stone
is Wisdom-based.
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Ghaunadan
The ghaunadans are shapeshifting ooze-creatures which serve
Ghaunadaur, the lord of oozes. Ghaunadans are resistant to
bludgeoning weapons and have the whole series of ooze
immunities in 3.0; I used the slithering tracker as a base for
condition immunities, since it's also an intelligent creature of
the ooze type, but removed all immunities that normal oozes
don't also have. In ooze form, the ghaunadan can paralyze
with its pseudopods or disarm opponents. In humanoid form,
they can charm with their gaze. I gave the ghaunadan higher
Dexterity to bring its damage up and high Constitution for
more hit points, and changed its humanoid form's weapon to a
rapier so that it is Dexterity-based. I also gave it the Brute trait
to increase its damage output; I'm wary of overusing the trait ,
but it seems like a better idea than giving it four attacks.
Ghaunadans who operate in human cities usually speak
Common as well.
Ghaunadan Brute. A melee weapon deals one extra die of its damage
when the ghaunadan hits with it (included in the attack).
Medium ooze (shapechanger), chaotic evil
Disarm (Ooze Form Only). The ghaunadan can attempt to
disarm a creature which strikes it with a melee weapon.
Armor Class 15 (natural armour)
A creature that attacks the ghaunadan with a melee
Hit Points 75 (10d8 + 30)
weapon mus succeed on a DC 11 Strength saving throw
Speed 30 ft.
or the weapon becomes stuck in the ghaunadan's body.
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Bunching. Up to 3 gibberlings may occupy the same Regeneration. The goblin regains 5 hit points at the
5-by-5-foot space. start of its turn if it has at least 1 hit point.
Fire Fright. When the gibberling takes fire damage, it
must succeed on a DC 12 Wisdom saving throw or Actions
become frightened of the apparent source of the fire Multiattack. The goblin makes three attacks, one with
damage for 1 round. its horn and two with its claws.
Gibber. At the start of each of the gibberling's turns, Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
each creature within 200 feet of the gibberling that one target. Hit: 5 (1d4 + 3) piercing damage.
can hear its insane muttering must make a DC 6
Wisdom saving throw. A creature that fails its saving Horn. Melee Weapon Attack: +5 to hit, reach 5 ft.,
throw has disadvantage on attack rolls until the end one target. Hit: 6 (1d6 + 3) piercing damage.
of the gibberling's next turn. If a creature makes a
saving throw against this ability, it need not make
another until the beginning of its next turn.
Pack Tactics. The gibberling has advantage on an Golem, Gemstone
attack roll against a creature if at least one of the
gibberling's allies is within 5 feet of the creature and
There are three types of gemstone golems: ruby, emerald, and
the ally isn't incapacitated. diamond. Unlike typical golems, gemstone golems have
average Intelligence and above-average Dexterity. All
Sunlight Sensitivity. While in sunlight, the gibberling gemstone golems have Magic Immunity, and each has its own
has disadvantage on attack rolls, as well as on set of special vulnerabilities. I've replaced magic immunity
Wisdom (Perception) checks that rely on sight. with resistance, as is standard for golems in 5e
Actions (unfortunately). Also unfortunate is that special vulnerabilities
for golems have been largely removed (the only MM golem
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one which retains one is the flesh golem). Regardless, I've
target. Hit: 2 (1d4) piercing damage. converted them where they made sense.
One small note is that the ruby golem's statblock lists spell-
like abilities, but they aren't detailed anywhere. I can only
Goblin, Dekanter assume this is a mistake and the golem is not supposed to
have any.
Dekanter goblins are mutant goblinoids created by magic, I gave the diamond golem a +5 racial bonus to its innate
named after the mines of Dekanter from which they hail. They spellcasting save DC because it lacked any high mental ability
attack with their natural weapons, their horn and claws. Fast scores. That's not the sort of thing that's usually listed in
Healing isn't really a thing in 5e, so I've replaced it with monster statblock, since it apparently shouldn't matter in 5e,
Regeneration. but I couldn't stand not making a note somewhere.
Ruby golems have regeneration and love to grapple things.
Emerald golems have the ability to create teleportation
circles to random places.
Diamond golems can fire sunbeams and can use true strike
at will. Their melee attacks carry a targeted dispel magic, and
they are vulnerable to ki.
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I've removed the Magic Weapons trait as well, even though
the Thayan golem had magic weapons in 3.0. I figured that
Diamond Golem since it isn't a true golem and the trait was removed from
creatures such as demons upon their conversion, it made
Large construct, unaligned sense.
Armor Class 18 (natural armour)
Hit Points 210 (20d10 + 100)
Speed 30 ft. Thayan Golem
Medium construct, unaligned
STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 20 (+5) 10 (+0) 12 (+1) 1 (−5) Armor Class 15 (natural armour)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
Damage Immunities poison, psychic; bludgeoning,
piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, STR DEX CON INT WIS CHA
frightened, paralyzed, petrified, poisoned
Senses passive Perception 11 16 (+3) 16 (+3) 16 (+3) 3 (−4) 11 (+0) 1 (−5)
Languages understands Common and Mulhorandi but
can't speak Damage Resistances bludgeoning, piercing, and
Challenge 10 (5,900 XP) slashing from nonmagical weapons
Damage Immunities poison, psychic
Immutable Form. The golem is immune to any spell Condition Immunities charmed, exhaustion,
or effect that would alter its form. frightened, paralyzed, petrified, poisoned
Senses passive Perception 10
Innate Spellcasting. The golem's innate spellcasting Languages understands Common and Mulhorandi but
ability is Intelligence (spell save DC 17). It can can't speak
innately cast the following spells, requiring no Challenge 7 (2,900 XP)
material components:
At will: true strike Brute. A weapon deals one extra die of its damage
3/day: sunbeam when the golem hits with it (included in the attack).
Ki Vulnerability. When the golem is struck by an Magic Missile Immunity. The golem is immune to
unarmed attack by a creature which has the Ki- damage from magic missiles.
Empowered Strikes class feature, it takes an
additional 7 (2d6) damage. Actions
Magic Resistance. The golem has advantage on saving Multiattack. The golem makes three attacks.
throws against spells and other magical effects.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Magic Weapons. The golem's weapon attacks are one target. Hit: 10 (2d6 + 3) bludgeoning damage.
magical.
Bow. Ranged Weapon Attack: +6 to hit, range
Actions 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing
damage.
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 18 (3d8 + 5) bludgeoning damage,
and any spell of 9th-level or lower on the target ends. Green Warder
Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., Green warders are plant creatures created by the elves as
one target. Hit: 22 (3d10 + 6) bludgeoning damage. guards. They have a number of spell-like abilities: sleep once
every 1d3 rounds, confusion every 1d6 rounds, and alarm
2/day.
I was a little unhappy with having three different Innate
Thayan Golem Spellcasting traits, but having recharge-based entries on a list-
The thayan golem is a weaker type of golem, similar to the style Innate Spellcasting trait isn't really something that's
true golems but not as powerful. They are created by Thayan done. This way isn't as pretty, but it has more precedence.
wizards and most are sold to Sembian merchants. Unlike true
golems, they didn't have magic immunity but just spell
resistance and immunity to magic missile. Since golems are
already downgraded to Magic Resistance in 5e, I've removed
it entirely and just stuck to the magic missile immunity.
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Alarm (2/Day). In a natural setting such as a forest or Dwarven Resiliance. The groundling has advantage on
underground, the warder can innately cast the alarm saving throws against poison.
spell, requiring no material components. Its
spellcasting ability is Wisdom. Keen Smell. The groundling has advantage on
Wisdom (Perception) checks that rely on smell.
Confusion (Recharge 6). The warder can innately cast
confusion (spell save DC 13), requiring no material Tunnel Fighter. The groundling does not have
components. Its spellcasting ability is Wisdom. A disadvantage on attack rolls while squeezing through
creature that succeeds on a saving throw against this a small space, such as a groundling tunnel.
trait has advantage on future saving throws against it
for 24 hours. Actions
Sleep (Recharge 5-6). The warder can innately cast Multiattack. The groundling makes two attacks, one
sleep, requiring no material components. Its with its bite and one with its claws.
spellcasting ability is Wisdom. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Actions target. Hit: 6 (1d8 + 2) piercing damage.
Multiattack. The warder makes two claw attacks. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage, and the
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., target is grappled (escape DC 12).
one target. Hit: 6 (1d8 + 2) slashing damage.
Gulguthydra
Groundling The gulguthydra is a hybrid creature that combines the
Groundlings are evil dwarven assassins magically attributes of a hydra and an otyugh. It lacks the hydra's
transformed to incorporate the features of giant badgers. They regeneration (and, thus, the players don't have to cut off its
have the magic and poison resistance of dwarves, and can heads), but it's big and mean and has a bunch of attacks, and
grab opponents to drag them beneath the surface. I removed has a naueseating stench.
the magic resistance, since dwarves don't get that in 5e. I gave The gulguthydra has significantly more hit points than a
them the dwarf subtype, even though they don't have it in 3.0, hydra with the same amount of heads - 172 for the
because having humanoid racial subtypes on a non-humanoid gulguthydra, 66 for the hydra - in 3.0. However, hydras were
monster is acceptable in 5e. given a significant power boost in 5e, and giving the
gulguthydra a proportional boost would make them way too
powerful. I've left them at CR 12 and given them proportional
statistics for that CR.
I can think of no reasonable explanation for the gulguthydra
having 15 Charisma, but it is what it is I guess. It's not my
place to change stuff like that, though I'm very tempted to
lower it to, like, a 6.
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Gulguthydra Hybsil
Small fey, neutral good
Huge aberration, neutral
Armor Class 13
Armor Class 15 (natural armour) Hit Points 7 (2d6)
Hit Points 216 (16d12 + 112) Speed 50 ft.
Speed 30 ft., swim 30 ft.
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Ice Serpent
Ibrandlin Ice serpents are elemental creatures that appear to snakes
Gargantuan dragon, lawful neutral made of frigid air. I decided to go with another template, to be
added to the Giant Constrictor Snake. Though the size is
Armor Class 13 (natural armour) wrong - Ice Serpents are Large, and Giant Constrictor Snakes
Hit Points 132 (8d20 + 48) are Huge - the normal constrictor snake is just too low-CR. I
Speed 20 ft., climb 20 ft. also decided to let it retain the Giant Constrictor Snake's bite
attack, even though Ice Serpents normally do not have one.
STR DEX CON INT WIS CHA
26 (+8) 11 (+0) 22 (+6) 4 (−3) 10 (+0) 9 (−1) Variant: Ice Serpent
An ice serpent is a normal giant constrictor snake
Saving Throws Dex +3, Con +9, Wis +3 with the following changes.
Skills Perception +6 An ice serpent is an elemental, not a beast.
Damage Immunities fire An ice serpent's speed is 80 feet.
Senses darkvision 120 ft., passive Perception 16 An ice serpent has an Intelligence score of 5
Languages Draconic (−3).
Challenge 7 (5,000 XP) An ice serpent is vulnerable to fire damage but
immune to cold damage.
Actions An ice serpent deals an additional 3 (1d6) cold
damage whenever it deals damage with a melee
Multiattack. The ibrandlin makes three attacks: one attack.
with its bite and two with its claws. It can use its Fire
Breath in place of its bite attack.
Bite. Melee Weapon Attack: +8 to hit, reach 15 ft.,
one target. Hit: 17 (2d8 + 8) piercing damage. Malaugrym
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., Malaugryms are perfect shapeshifters from some unknown
one target. Hit: 12 (1d8 + 8) slashing damage. plane, who enter Toril through the Plane of Shadow. Their
Fire Breath (Recharge 6). The ibrandlin exhales fire in
original Alternate Form trait is ridiculously overpowered (like,
a 30-foot cone. Each creature in that area must make CR 4 monster shapechanging into any monster with 20 or
a DC 14 Dexterity saving throw, taking 10 (3d6) fire fewer HD overpowered), so for this conversion I'll be basing it
damage on a failed save, or half as much damage on off of the 3.5e conversion which uses a more standardized
a successful one. Change Shape special quality instead.
Pin. The ibrandlin jumps into the air, attempting to
land on opponents and pin them to the ground. The
ibrandlin must use its normal movement to do so,
but can end its turn in an occupied space. All Variant: Mage Malugrym
creatures in the ibrandlin's space when it ends its A mage malaugrum under the effects of mage
turn must succeed on a DC 16 Strength or Dexterity armour (AC 16) has a challenge rating of 3 (700
saving throw or become restrained. A restrained XP), +5 to Arcana checks, and the following
creature may use its action to repeat the save, additional trait:
freeing itself on a success. However, a creature that Spellcasting. The malaugrym is a 5th-level
uses its action to take the Attack action or repeat the spellcaster. Its spellcasting ability is Intelligence
save takes 14 (4d6) bludgeoning damage. (spell save DC 13, +5 to hit with spell attacks). The
malaugrym has the following wizard spells
Legendary Actions prepared:
The ibrandlin can take 2 legendary actions, choosing Cantrips: chill touch, mage hand, prestidigitation,
from the options below. Only one legendary action ray of frost
can be used at a time and only at the end of another 1st level (4 slots): charm person, detect magic,
creature's turn. The ibrandlin regains spent legendary mage armour, magic missile
actions at the start of its turn. 2nd level (3 slots): darkness, suggestion
3rd level (2 slots): lightning bolt, tongues
Claw. The ibrandlin makes one attack with its claw.
Deep Breath. The ibrandlin automatically recharges its
Fire Breath.
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Meazel Myrlochar
Meazels are evil humanoid creatures slightly smaller than The myrlochar is a demonic spider creature similar to a
humans. They carry a vicious skin disease that makes them bebilith but not nearly as powerful. Their main attack is their
appear hideous but can be fatal to others. In 3.0 they have the bite, which can permanently drain hit points and either
Sneak Attack and Evasion (which rogues get at level 2, not 7) paralyze targets or reverse gravity for them. They can levitate,
abilities of the rogue; I've removed Evasion and opted not to and move in complete silence.
grant them Cunning Action, for simplicity's sake. I've removed their permanent hit point drain, since that's
Their CR ended up being a lot lower - from 4 to 1/2 - but I just not the sort of thing that happens in 5e, and had the
think that's okay; I don't really get why it was that high in the target's maximum hit points decrease by 1 automatically with
first place. For comparison, the meazel gets two attacks - 1d4 every attack, otherwise working identically to that of a wraith.
claws with no damage bonus - each of which might get an I replaced their levitation with a hovering fly speed since that's
additional 3d6 damage from Sneak Attack (there's no per-turn more standardized and easily understood, and removed their
limit in 3e), for 26 damage/round. The ibrandlin, which is one ability to cast hold monster with their bite to keep the ability
point of CR higher, gets four claws and a bite, for 86 simple (and the reverse gravity effect is just so much more
damage/round. Meazel has 18 hp, ibrandlin has 135. Meazel fun, anyways).
has +4 to hit, ibrandlin has +18. I don't get it.
Myrlochar
Meazel Medium fiend (demon), chaotic evil
Medium humanoid (meazel), chaotic evil
Armor Class 14 (natural armour)
Armor Class 12 Hit Points 27 (6d8)
Hit Points 27 (6d8) Speed 20 ft., climb 40 ft., fly 20 ft. (hover)
Speed 30 ft., swim 15 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 13 (+1) 12 (+1) 12 (+1) 10 (+0)
10 (+0) 14 (+2) 11 (+0) 6 (−2) 11 (+0) 7 (−2)
Skills Stealth +4, Perception +5
Skills Sleight of Hand +4, Stealth +6 Senses blindsight 10 ft., darkvision 60 ft., passive
Senses darkvision 60 ft., passive Perception 10 Perception 10
Languages Common Languages Abyssal, Undercommon
Challenge 1/2 (100 XP) Challenge 1 (200 XP)
Sneak Attack (1/Turn). The meazel deals an extra 10 Silent Step. The myrlochar moves in complete
(3d6) damage when it hits a target with a weapon silence. It has advantage on Dexterity (Stealth)
attack and has advantage on the attack roll, or when checks which partially rely on moving silently.
the target is within 5 feet of an ally of the meazel
that isn't incapacitated and the meazel doesn't have Spider Climb. The myrlochar can climb difficult
disadvantage on the attack roll. surfaces, including upside down on ceilings, without
needing to make an ability check.
Actions Web Sense. While in contact with a web, the
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., myrlochar knows the exact location of any other
one target. Hit: 4 (1d4 + 2) slashing damage. If the creature in contact with the same web.
target is a creature, it must succeed on a DC 10 Web Walker. The myrlochar ignores movement
Constitution saving throw or contract a disease. Until restrictions caused by webbing.
the disease is cured, the target can't regain hit points
except by magical means, and the target's hit point Actions
maximum decreases by 3 (1d6) every 24 hours. If Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
the target's hit point maximum drops to 0 as a result target. Hit: 6 (1d8 + 2) piercing damage. If the target
of this disease, the target dies. is a creature, its hit points maximum is reduced by 1,
and it must succeed on a DC 10 Charisma saving
throw or fly towards the ceiling as if affected by the
reverse gravity spell for 1 minute. The creature can
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
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Nishruu
Nishruu are weird gaseous creatures which subsist on
magical energy. They are interesting in that they have no
abilities which deal damage; their only method of interacting
with "opponents" is to drain their magical items and prepared
spells. But it feels wrong to try to split up Absorb Magic so it
has to be actively used.
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Nyth Phaerimm
Nyths are glowing balls of light that resemble will o' wisps. Phaerimms are evil, sorcerous aberrations that look like 10-
They can turn invisible like a will o' wisp, and can fire magic foot-long windsocks. Their tail stingers are poisonous, they
missiles, reflect such missiles fires at them, and absorb fire are resistant to magic, have truesight out to 120 feet, fly as the
and lightning damage. spell, and don't require any components for their spells. I've
Even though will o' wisps were changed from aberrations to removed the ignoring of components, since it just isn't really
undead in 5e, I decided to leave the Nyth as an aberration as necessary in 5e and overcomplicates the ability. I removed
one more way to differentiate the two. Nyths also aren't their bite attack because it was a secondary attack anyways.
incorporeal, though neither were will o' wisps in 3.0. In 3.0 will Phaerimm disdain physical combat, only attacking with their
o' wisps were one CR higher than nyths (6 and 5, respectively). claws as a last resort. However, it is acceptable for younger
Since will o' wisps were nerfed to CR 2 in 5e, I've decided to phaerimms who lack potent magical abilities to carry swords
also set the Nyth at CR 2. for self-defense.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (−2) 28 (+9) 10 (+0) 11 (+0) 14 (+2) 12 (+1) 8 (−1) 15 (+2) 10 (+0) 13 (+1) 13 (+1) 15 (+2)
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Planetouched, Fey'ri
Elder Phaerimm The Fey'ri, or daemonfey, are a variant of the tiefling, an elf
Huge aberration, neutral evil with distant demonic blood. They have all normal elf traits,
can change shape at will like an incubus, and have a number
Armor Class 18 (natural armour) of demonic abilities.
Hit Points 208 (22d10 + 32) I kept the fey'ri's Constitution penalty on the statblock
Speed 0 ft., fly 30 ft. (hover) because, even though races don't usually have ability score
penalties in 5e, I believe that that's a game design principle
and not a worldbuilding rule. Elves are frailer than other
STR DEX CON INT WIS CHA races, just like in every single other relevant previous edition,
20 (+5) 9 (−1) 16 (+3) 19 (+4) 19 (+4) 21 (+5) but PC elves don't have a penalty because that's no fun.
I thought about going with a more powerful NPC to
Skills Arcana +9 represent the average fey'ri, like what was done with the
Senses truesight 120 ft., passive Perception 13 tanarukk, but instead decided to make two different NPC
Languages Common, telepathy 120 ft. statblocks - a CR 1/2 "1st-level" fey'ri, and a CR X fey'ri
Challenge 11 (7,200 XP) sorcerer - as well as a template which can be applied to a
generic NPC statblock, a toned-down PC race, and a racial
Magic Resistance. The phaerimm has advantage on feat to restore some of the abilities that needed to be cut.
saving throws against spells and other magical
effects.
Spellcasting. The phaerimm is an 16th-level
spellcaster. Its spellcasting ability is Charisma (spell
Fey'ri
save DC 17, +9 to hit with spell attacks). It has the Medium fiend (demon, elf), chaotic evil
following sorcerer spells prepared:
Cantrips: acid splash, friends, mage hand, minor Armor Class 15 (chain shirt)
illusion, prestidigitation Hit Points 17 (5d8 − 5)
1st level (4 slots): charm person, magic missile, Speed 30 ft., fly 40 ft.
silent image, sleep
2nd level (3 slots): detect thoughts, hold person,
suggestion STR DEX CON INT WIS CHA
3rd level (3 slots): dispel magic, fireball, hypnotic 10 (+0) 16 (+3) 9 (−1) 15 (+2) 12 (+1) 15 (+2)
pattern
4th level (3 slots): blight, dimension door, greater
Skills Deception +4, Perception +3, Stealth +5
invisibility
Senses darkvision 60 ft., passive Perception 13
5th level (2 slots): dominate person, telekinesis
Languages Abyssal, Elvish, Common
6th level (1 slots): disintegrate
Challenge 1/2 (100 XP)
7th level (1 slots): prismatic spray
8th level (1 slots): dominate monster
Shapechanger. The fey'ri can use its action to
Actions polymorph into a Small or Medium humanoid, or
back into its true form. Without wings, the fey'ri
Multiattack. The phaerimm makes five attacks: four loses its flying speed. Other than its size and speed,
with its claws and one with its sting. its statistics are the same in each form. Any
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., equipment it is wearing or carrying isn't transformed.
one target. Hit: 15 (3d6 + 5) slashing damage. It reverts to its true form if it dies.
Sting. Melee Weapon Attack: +9 to hit, reach 10 ft., Demonic Abilities. The fey'ri has up to four random
one creature. Hit: 7 (2d6) piercing damage and the traits from the Demonic Abilities table.
target must succeed on a DC 15 Constitution saving Fey Ancestry. The fey'ri has advantage on saving
throw or begin to levitate, as the spell. The target can throws against being charmed, and magic can't put
repeat the saving throw at the end of each of its the fey'ri to sleep.
turns, ending the effect on itself on a success.
Actions
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 6 (1d6 + 3) piercing
damage.
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Demonic Abilities
Fey'ri Sorcerer A fey'ri NPC has up to four of the following special
Medium fiend (demon, elf), chaotic evil traits, while a fey'ri PC has one.
Skills Arcana +6, Deception +7, Perception +5, The following traits cost two traits. These traits
Stealth +6 cannot be chosen by a fey'ri PC at 1st-level. For
Senses darkvision 60 ft., passive Perception 13 example, a Fey'ri NPC could have up to two of these
Languages Abyssal, Elvish, Common traits, or one of these traits and up to two from the
Challenge 5 (100 XP) above list. Having one of these traits might increase
the fey'ri's CR.
Shapechanger. The fey'ri can use its action to blight 1/day
polymorph into a Small or Medium humanoid, or dimension door 1/day
back into its true form. Without wings, the fey'ri resistance to bludgeoning, piercing, and slashing
loses its flying speed. Other than its size and speed, damage from nonmagical weapons
its statistics are the same in each form. Any
equipment it is wearing or carrying isn't transformed. If you're unsure about the balance of any of these
It reverts to its true form if it dies. options, feel free to limit their availability to PC
fey'ri; these options are mostly meant for NPCs and
Demonic Abilities. The fey'ri has up to four random to reflect how fey'ri work in 3.0. For example,
traits from the Demonic Abilities table. letting a level 4 PC to take the fey'ri racial feat and
Fey Ancestry. The fey'ri has advantage on saving cast blight 1/day would be horribly unbalanced.
throws against being charmed, and magic can't put
the fey'ri to sleep.
Spellcasting. The fey'ri is an 10th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7
to hit with spell attacks). It has the following sorcerer
spells prepared:
Fey'ri NPCs
When altering a generic NPC to be a fey'ri, make the
Cantrips: fire bolt, friends, light, mage hand, minor following adjustments to its statblock:
illusion, prestidigitation
1st level (4 slots): detect magic, mage armour, The fey'ri's type is fiend (demon, elf).
magic missile, shield The fey'ri's alignment is chaotic evil.
2nd level (3 slots): hold person, invisibility, misty The fey'ri has a fly speed of 40 ft.
step The fey'ri has darkvision out to 60 feet.
3rd level (3 slots): dispel magic, fireball The fey'ri has the Shapechanger and Fey
4th level (3 slots): confusion, dimension door Ancestry traits from the Fey'ri statblock.
5th level (2 slots): cone of cold, telekinesis The fey'ri has up to four traits from the Demonic
Abilities table.
Actions
Multiattack. The fey'ri makes two weapon attacks.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Fey'ri Elf
one target. Hit: 7 (1d8 + 3) piercing damage. Fey'ri are elves with distant demonic ancestry.
Ability Score Increase. Your Intelligence or Charisma
Shortbow. Ranged Weapon Attack: +6 to hit, range
80/320 ft., one target. Hit: 6 (1d6 + 3) piercing
score increases by 1.
damage.
Extra Language. You can speak, read, and write Abyssal.
Demonic Ability. You have two traits from the Demonic
Abilities list.
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Shalarin
Medium humanoid (shalarin), neutral
Actions
Trident. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d8
+ 2) piercing damage, or 7 (1d10 + 2) piercing
damage if used with two hands to make a melee
attack.
Shalarin Armour
Shalarin have two types of armour which are only
found among their own. Silverweave armour is
mostly identical to chain shirts. Pearl armour is
identical to half plate. A shalarin's swim speed is
reduced by 10 feet while wearing armour which
imposes disadvantage on stealth checks.
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18 (+4) 20 (+5) 20 (+5) 18 (+4) 18 (+4) 20 (+5) Cantrips: fire bolt, friends, minor illusion,
prestidigitation
1st level (3 slots): detect magic, magic missile, shield
Saving Throws Dex +9, Wis +8, Cha +9 2nd level (2 slots): invisibility, mirror image
Skills Arcana +8, Deception +9, Insight +8, Perception 3rd level (2 slots): dispel magic, fireball
+8, Persuasion +9 4th level (1 slots): confusion
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical weapons Actions
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 18 Multiattack. The sharn makes twelve attacks: three with
Languages Sharn its bites and nine with its claws.
Challenge 10 (5,900 XP) Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) piercing damage.
Independent Action. The sharn can take two actions on
its turn. The sharn can only take the Multiattack action Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
once per turn, and can only cast one spell from each of target. Hit: 3 (1d6) slashing damage.
its spellcasting classes per turn. Create Hex Portals. The sharn creates up to three
miniature hexagonal portals within 20 feet of itself
Magic Resistance. The sharn has advantage on saving through which it can see, cast spells, and make melee
throws against spells and other magical effects. attacks. The sharn can use its bonus action to move any
Cleric Spellcasting. The sharn is an 5th-level spellcaster. number of the portals up to 20 feet. If a portal is ever
Its spellcasting ability is Wisdom (spell save DC 15, +7 more than 100 feet away from the sharn, it disappears.
to hit with spell attacks). It has the following cleric
spells prepared:
Siv
Sivs are frog-headed swamp-dwelling humanoids that often
take levels as monks. They can walk on water and are
resistant to cold. I've included a low-CR base siv and higher-
CR siv meant to imitate a mid-level monk.
Armor Class 12 Amphibious. The siv can breathe air and water.
Hit Points 9 (2d8)
Speed 40 ft., swim 20 ft. Water Walking. The siv can walk on water.
Actions
STR DEX CON INT WIS CHA Siangham. Melee Weapon Attack: +4 to hit, reach 5 ft.,
12 (+1) 15 (+2) 11 (+0) 11 (+0) 11 (+0) 8 (−1) one target. Hit: 5 (1d6 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120
Damage Resistances cold ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
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Spectral Panther
Siv Monk Spectral panthers are mysterious creatures which radiate a
Medium humanoid (siv), lawful evil fear aura and can become incorporeal three times per day.
Armor Class 17
Hit Points 60 (11d8 + 11)
Speed 50 ft., swim 30 ft. Spectral Panther
Large monstrosity, neutral evil
STR DEX CON INT WIS CHA
Armor Class 16 (natural armour)
12 (+1) 18 (+4) 13 (+1) 11 (+0) 16 (+3) 8 (−1) Hit Points 51 (6d10 + 18)
Speed 40 ft.
Skills Acrobatics +6, Stealth +6
Damage Resistances cold
Senses passive Perception 13 STR DEX CON INT WIS CHA
Languages Bullywug 18 (+4) 13 (+1) 16 (+3) 13 (+1) 14 (+2) 15 (+2)
Challenge 3 (50 XP)
Skills Stealth +5
Amphibious. The siv can breathe air and water.
Senses darkvision 120 ft., passive Perception 12
Unarmoured Defence. While the siv is wearing no Languages —
armour and wielding no shield, its AC includes its Challenge 3 (700 XP)
Wisdom modifier.
Keen Smell. The panther has advantage on Wisdom
Water Walking. The siv can walk on water.
(Perception) checks that rely on smell.
Actions Magic Weapons. The panther's weapon attacks are
Multiattack. The siv makes three siangham attacks or magical.
three sling attacks. Spectral Form (3/Day). As a bonus action on its turn,
Siangham. Melee Weapon Attack: +6 to hit, reach 5 the spectral panther can become incorporeal. The
ft., one target. Hit: 8 (1d8 + 4) piercing damage. panther can move through other creatures and
objects as if they were difficult terrain. It takes 5
Sling. Ranged Weapon Attack: +6 to hit, range (1d10) force damage if it ends its turn inside an
30/120 ft., one target. Hit: 6 (1d4 + 4) bludgeoning object. The panther also gains resistance to acid,
damage. cold, fire, lightning, and thunder damage, and
becomes immune to poison damage and
bludgeoning, piercing, and slashing damage from
nonmagical weapons.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 18 (4d6 + 4) piercing damage.
Spider, Sword
A sword spider's signature attack is their ability to jump into
the air and stab down with their legs, which are as sharp as
blades. I had to increase their CR a couple points, because 7
damage is a lot of damage when it's getting multiplied by 8.
I decided to have Impalement act as a single source of
damage, since that's simpler. Instead of having the amount of
legs hit depend on size, I set it to a flat 8d6 + 4 damage: more
than four individual legs, but less than it could deal with
Multiattack against multiple creatures.
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Stinger
Sword Spider The stingers are centaur-like creatures with a red-skinned
Large beast, unaligned humanoid upper body and the lower body of a scorpion. They
have a poisonous stinger, and their most interesting ability is
Armor Class 14 (natural armour) their Bolthole Magic, which allows them to magically move up
Hit Points 112 (15d10 + 30) or down 20 feet to an open space as long as their is at least a
Speed 20 ft., climb 20 ft. foot of dirt in the intervening space.
Spider Climb. The spider can climb difficult surfaces, STR DEX CON INT WIS CHA
including upside down on ceilings, without needing
16 (+3) 15 (+2) 15 (+2) 10 (+0) 10 (+0) 13 (+1)
to make an ability check.
Web Sense. While in contact with a web, the spider Skills Perception +4, Stealth +6, Survival +4
knows the exact location of any other creature in Senses darkvision 60 ft., tremorsense 60 ft., passive
contact with the same web. Perception 14
Web Walker. The spider ignores movement Languages Tlincalli
restrictions caused by webbing. Challenge 4 (1,100 XP)
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Unicorn, Black
Black unicorns are unicorns corrupted by the evil influence of
the Red Wizards. In 3.0 they are very similar to regular
unicorns, just with a few abilities reversed here and there.
However, the 5e unicorn is a little more complex than the 3.0
one, so I had to take some creative liberties.
At will: detect evil and good, pass without trace, Hateful Shroud. The unicorn creates a cloudy, magical
thaumaturgy field around a creature it can see with 60 feet of it. The
1/day each: compelled duel, darkness, dispel evil and target takes a -2 penalty to AC until the end of the
good unicorn's next turn.
Magic Resistance. The unicorn has advantage on saving Bolster Self. The unicorn magically gains 11 (2d8+2)
throws against spells and other magical effects. temporary hit points.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 12 (+1) 11 (+0) 11 (+0) 9 (−1) 15 (+2) 10 (+0) 16 (+3) 6 (−2) 13 (+1) 13 (+1)
Skills Athletics +6, Perception +2, Stealth +5, Damage Resistances bludgeoning, piercing, and
Survival +2 slashing from nonmagical weapons
Senses passive Perception 12 Damage Immunities poison
Languages Common, Sylvan Condition Immunities poisoned
Challenge 3 (700 XP) Senses passive Perception 11
Languages understands the languages it knew in life
Keen Smell. The wemic has advantage on Wisdom but can't speak
(Perception) checks that rely on smell. Challenge 1/2 (100 XP)
Pounce. If the wemic moves at least 20 feet straight Sickening Cloud. When a creature moves within 5
toward a creature and then hits it with a claw attack feet of the zombie for the first time on its turn or
on the same turn, that target must succeed on a DC starts its turn there, it must succeed on a DC 13
14 Strength saving throw or be knocked prone. If the Constitution saving throw or take 11 (2d10) poison
target is prone, the wemic can make one spear attack damage and become poisoned for 1 minute.
against it as a bonus action. Whether it succeeds or fails, the creature is immune
Running Leap. With a 10-foot running start, the to any tyrantfog zombie's sickening cloud for 1 hour.
wemic can long jump up to 25 feet.
Actions
Actions Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Multiattack. The wemic makes two attacks: one with one target. Hit: 9 (2d6 + 2) slashing damage. If the
its claws and one with its spear. target is a creature, it must succeed on a DC 13
Constitution saving throw or contract a disease. Until
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., the disease is cured, the target can't regain hit points
one target. Hit: 10 (2d6 + 3) slashing damage. except by magical means, and the target's hit point
Spear. Melee or Ranged Weapon Attack: +5 to hit, maximum decreases by 3 (1d6) every 24 hours. If
reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d8 the target's hit point maximum drops to 0 as a result
+ 3) piercing damage, or 8 (1d10 + 3) piercing of this disease, the target dies.
damage if used with two hands to make a melee
attack.
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Ancient Silver Ghost Etherealness. The dragon enters the Ethereal Plane from
the Material Plane, or vice versa. It is visible on the
Dragon Material Plane while it is in the Border Ethereal, and vice
versa, yet it can't affect or be affected by anything on
Gargantuan undead, lawful good the other plane.
Horrifying Visage. Each non-undead creature within 60
Armor Class 16
feet of the dragon that can see it must succeed on a DC
Hit Points 487 (25d20 + 225)
21 Wisdom saving throw or be frightened for 1 minute.
Speed fly 80 ft.
If the save fails by 5 or more, the target also ages 1d4 ×
10 years. A frightened target can repeat the saving
STR DEX CON INT WIS CHA throw at the end of each of its turns, ending the
frightened condition on itself on a success. If a target's
7 (−2) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6) saving throw is successful or the effect ends for it, the
target is immune to this dragon's Horrifying Visage for
Saving Throws Dex +7, Con +16, Wis +9, Cha +13 the next 24 hours. The aging effect can be reversed with
Skills Arcana +11, History +11, Perception +16, Stealth a greater restoration spell, but only within 24 hours of it
+7 occurring.
Damage Resistances acid, fire, lightning, thunder; Breath Weapons (Recharge 5-6). The dragon uses one of
bludgeoning, piercing, and slashing from nonmagical the following breath weapons.
weapons
Damage Immunities cold, necrotic, poison Cold Breath. The dragon exhales an icy blast in a 90-foot
Condition Immunities charmed, exhaustion, frightened, cone. Each creature in that area must make a DC 24
grappled, paralyzed, petrified, poisoned, prone, Constitution saving throw, taking 67 (15d8) cold
restrained damage on a failed save, or half as much damage on a
Senses blindsight 60 ft., darkvision 120 ft., passive successful one.
Perception 26 Paralyzing Breath. The dragon exhales paralyzing gas in a
Languages Common, Draconic 90-foot cone. Each creature in that area must make a
Challenge 24 (62,000 XP) DC 24 Constitution saving throw or be paralyzed for 1
minute. A creature can repeat the saving throw at the
Spectral Deflection. The AC of the dragon includes its end of each of its turns, ending the effect on itself on a
Charisma bonus. success.
Ethereal Sight. The dragon can see 60 feet into the Aging Breath (1/Day). The dragon exhales grey mist in a
Ethereal Plane when it is on the Material Plane, and vice 90-foot cone. Each creature in that area must succeed
versa. on a DC 21 Wisdom saving throw or age 1d4 × 10
years. If the creature fails its saving throw by 5 or more,
Incorporeal Movement. The dragon can move through it instead ages 1d10 × 10 years. The aging effect can be
other creatures and objects as if they were difficult reversed with a greater restoration spell, but only within
terrain. It takes 5 (1d10) force damage if it ends its turn 24 hours of it occurring.
inside an object.
Legendary Resistance (3/Day). If the dragon fails a saving Legendary Actions
throw, it can choose to succeed instead. The dragon can take 3 legendary actions, choosing from
the options below. Only one legendary action option
Actions can be used at a time and only at the end of another
Multiattack. The dragon can use its Horrifying Visage. It creature's turn. The dragon regains spent legendary
then makes three attacks: one with its bite and two with actions at the start of its turn.
its claws.
Detect. The dragon makes a Wisdom (Perception)
Bite. Melee Spell Attack: +13 to hit, reach 15 ft., one check.
target. Hit: 17 (2d10 + 6) necrotic damage. Tail Attack. The dragon makes a tail attack.
Claw. Melee Spell Attack: +13 to hit, reach 10 ft., one Wing Attack (Costs 2 Actions). The dragon beats its
target. Hit: 13 (2d6 + 6) necrotic damage. wings. Each creature within 10 feet of the dragon must
Tail. Melee Spell Attack: +13 to hit, reach 20 ft., one succeed on a DC 21 Dexterity saving throw or take 10
target. Hit: 15 (2d8 + 6) necrotic damage. (3d6) necrotic damage and become poisoned for 1
minute. The dragon can then fly up to half its flying
speed. A poisoned target can make a DC 21
Constitution saving throw at the end of each of its turns,
ending the poisoned condition on itself on a success.
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Lich Banelich
Monsters of Faerun also includes a series of optional action A banelich is a lich created by Bane out of one of his high
options for liches. None of these special attacks affect a Lich's priests. They cast spells as Clerics of at least 17th level. They
challenge rating, though giving one too many might. A lich gain the lich's Frightening Gaze, resistances, and immunities.
might not have the Paralyzing Touch action option or the They also can produce coldfire and have the touch of despair,
Paralyzing Touch, Frightening Gaze, or Disrupt Life legendary and are resistant to magic.
action options. Picking spells was a little tricky for this one; the PHB Cleric
Coldfire. Ranged Spell Attack: +12 to hit, range 60 ft., one spell list seems to focus a lot on good-aligned Clerics, without
target. Hit: 22 (4d10) cold damage. much in the way of evil-ey Cleric spells. The Death-Domain
Touch of Despair. The lich touches a creature within 5 feet. spell list helps with levels 1-5, but past that there's basically
The target creature must make a DC 18 Wisdom saving nothing for an evil Cleric.
throw. On a failed save, the creature has disadvantage on all
attack rolls, ability checks, and saving throws for 1 minute, as Lich, Good
it is overcoming with feelings of gloom. The target can repeat
the saving throw at the end of each of its turns, ending the In the Forgotten Realms, not all liches are evil. Two kinds of
effect on itself on a successful save. A creature which is good liches in the realms are archliches and baelnorns.
immune to the Charmed condition is immune to this action. Archliches can be good-aligned spellcasters of any class, while
Dream Haunting (1/Day). The lich visits the dreams of any baelnorns are always elves and usually wizards. A good lich
sleeping creature it knows the exact location of. The subject might have the following action option:
experiences tormenting dreams, taking 11 (2d10) psychic Turn Undead (Recharges after a Short or Long Rest).
damage. The creature does not gain the benefit of a long rest. Each undead creature within 30 feet of the lich that can see or
Grasp of Death (1/Day). The lich touches a creature within hear it must succeed on a DC 18 Wisdom saving throw or be
5 feet. The target must succeed on a DC 18 Constitution turned for 1 minute or until it takes any damage. A turned
saving throw or take 63 (14d8) necrotic damage. The target creature must spend its turn moving as far away from the lich
dies if this damage reduces it to 0 hit points. as it can, and it can't willingly move into a space within 30 feet
Grasp of Enfeeblement. Melee Spell Attack: +12 to hit, of the lich.
reach 5 ft., one target. Hit: 18 (4d8) necrotic damage, and the The lich might also have one or more of the following traits:
target deals only half damage with weapon attacks that use Swift Animation. The lich uses its action to cast animate
Strength for 1 minute. The target can repeat the saving throw dead.
at the end of each of its turns, ending the effect on itself on a Projection (3/Day). The lich can use its action to send forth
successful save. a wraithlike likeness of itself up to one mile away for 1 hour.
A lich might also have one or more of the following legendary The lich can see through this projection and into the Ethereal
action options. Some of these options might assume the lich Plane around it as well, can hear and speak through it, and
has a certain action option. even cast spells through it. The projection's statistics are the
Coldfire. The lich uses its Coldfire. same as that of the lich, with the following exceptions: The
Touch of Despair. The lich uses its Touch of Despair. projection can move through creatures and objects freely; it
Painwrack Gaze. The lich fixes its gaze on one creature it can fly with a speed of 20 feet; it can't carry solid objects,
can see within 60 feet of it. The target must succeed on a DC though it can push against or move small things with effort;
18 Constitution saving throw or take 18 (4d8) psychic and it loses any action or legendary action options. When the
damage. projection takes damage, the lich takes damage equal to half
Doom Gaze (Costs 3 Actions). The lich fixes its gaze on of the damage dealt to the projection. The projection vanishes
one creature it can see within 30 feet of it. The target must when its hit points are reduced to 0.
succeed on a DC 18 Constitution saving throw or take 63 Turning Immunity. The lich is immune to any effect that
(14d8) necrotic damage. The target dies if this damage turns undead.
reduces it to 0 hit points.
A lich might also have one or more of the following traits:
Voice of Malefience. If the lich speaks to a creature that
can understand it for 10 consecutive minutes, the creature
must succeed on a DC 18 Wisdom saving throw or fall into a
sleepy trance. While in this trance state, the creature is
incapacitated and answers truthfully any question the lich
asks. The creature may attempt a new saving throw every
hour, but for each consecutive hour the lich talks to the
creature, the saving throw DC increases by 1. The trance ends
if the creature takes any damage.
Magic Resistance. The lich has advantage on saving
throws against spells and other magical effects.
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Cantrips: fire bolt, mage hand, prestidigitation Frightening Gaze (Costs 2 Actions). The archlich fixes its
1st level (4 slots): detect magic, magic missile, shield, gaze on one creature it can see within 10 feet of it. The
sleep target must succeed on a DC 18 Wisdom saving throw
2nd level (3 slots): detect thoughts, invisibility, mirror against this magic or become frightened for 1 minute.
image, misty step The frightened target can repeat the saving throw at the
3rd level (3 slots): counterspell, dispel magic, fireball, fly end of each of its turns, ending the effect on itself on a
4th level (3 slots): confusion, dimension door success. If the target's saving throw is successful or the
5th level (3 slots): cone of cold, scrying effect ends for it, the target is immune to the banelich's
6th level (1 slots): globe of invulnerability, sunbeam gaze for the next 24 hours.
7th level (1 slots): plane shift, prismatic spray Disrupt Life (Costs 3 Actions). Each living creature within
8th level (1 slots): power word stun, sunburst 20 feet of the archlich must make a DC 18 Constitution
9th level (1 slots): foresight saving throw against this magic, taking 21 (6d6)
necrotic damage on a failed save, or half as much
damage on a successful one.
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Lycanthrope Werecrocodile
There are five types of lycanthropes not covered in the Medium humanoid (human, shapechanger), neutral
Monster Manual which exist in Faerun: The Werebat, evil
Werecrocodile, Wereshark, Werecat, and Lythari. I used the
updated 3.5e versions in Lost Empires of Faerun, since the Armor Class 10 in humanoid form, 12 (natural
lycanthrope rules were a little more refined in that edition. armour) in crocodile or hybrid form
Hit Points 78 (12d8 + 24)
Speed 30 ft. (20 ft. in crocodile form, swim 30 ft. in
crocodile or hybrid form)
Werebat
Medium humanoid (human, shapechanger), neutral
evil STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 10 (+0) 11 (+0) 9 (−1)
Armor Class 13
Hit Points 72 (16d8) Skills Perception +2, Stealth +2
Speed 30 ft. (10 ft. in bat form, fly 60 ft. in bat or Damage Immunities bludgeoning, piercing, and
hybrid form) slashing from nonmagical weapons that aren't
silvered
Senses passive Perception 12
STR DEX CON INT WIS CHA Languages Common (can't speak in crocodile form)
15 (+2) 16 (+3) 11 (+0) 10 (+0) 12 (+1) 11 (+0) Challenge 4 (1,100 XP)
Skills Perception +3, Stealth +5 Shapechanger. The werecrocodile can use its action
Damage Immunities bludgeoning, piercing, and to polymorph into a crocodile-human hybrid or into
slashing from nonmagical weapons that aren't a crocodile, or back into its true form, which is
silvered humanoid. Its statistics, other than its AC, are the
Senses blindsight 60 ft. (bat form only), passive same in each form. Any equipment it is wearing or
Perception 13 carrying isn't transformed. It reverts to its true form
Languages Common (can't speak in bat form) if it dies.
Challenge 3 (700 XP) Hold Breath. The werecrocodile can hold its breath
for 15 minutes.
Shapechanger. The werebat can use its action to
polymorph into a Large bat-human hybrid or into a Actions
Large bat, or back into its true form, which is Multiattack (Humanoid or Hybrid Form Only). The
humanoid. Its statistics, other than its size, are the werecrocodile makes two attacks, only one of which
same in each form. Any equipment it is wearing or can be a bite.
carrying isn't transformed. It reverts to its true form
if it dies. Bite (Crocodile or Hybrid Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 14
Echolocation. The werebat can't use its blindsight
(2d10 + 3) piercing damage, and the target is
while deafened.
grappled (escape DC 13). Until this grapple ends, the
Keen Hearing. The werebat has advantage on Wisdom target is restrained, and the crocodile can't bite
(Perception) checks that rely on hearing. another target. If the target is humanoid, it must
succeed on a DC 12 Constitution saving throw or be
Actions cursed with werecrocodile lycanthropy.
Multiattack (Humanoid or Hybrid Form Only). The War Pick (Humanoid or Hybrid Form Only). Melee
werebat makes two attacks, only one of which can be Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
a bite. 7 (1d8 + 3) piercing damage.
Bite (Bat or Hybrid Form Only). Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3)
piercing damage. If the target is humanoid, it must
succeed on a DC 10 Constitution saving throw or be
cursed with werebat lycanthropy.
Variant: Drow Werebat
Werebat lycanthropy is most common among the
Rapier (Humanoid or Hybrid Form Only). Melee drow. A drow werebat is a normal werebat, with
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: darkvision out to a radius of 120 ft. and the Fey
6 (1d6 + 3) piercing damage. Ancestry, Innate Spellcasting, and Sunlight
Hand Crossbow (Humanoid or Hybrid Form Only). Sensitivity traits of the drow.
Ranged Weapon Attack: +5 to hit, range 30/120 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.
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Wereshark Werecat
Medium humanoid (human, shapechanger), neutral Medium humanoid (human, shapechanger), chaotic
evil good
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 17 (+3) 10 (+0) 10 (+0) 8 (−1) 8 (−1) 15 (+2) 10 (+0) 12 (+1) 15 (+2) 15 (+2)
Variant: Lythari
Lythari are normal werewolves, except they cannot
take hybrid form and their bite does not carry the
curse of lycanthropy. Lythari are always Elves.
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1.34 Green Warder
Table Of Contents 1.35 Groundling
1 Aballin 1.36 Gulguthydra
1.2 Abishai 1.37 Hybsil
1.3 Alaghi 1.38 Ibrandlin
1.4 Asabi 1.39 Ice Serpent
1.5 Banedead 1.40 Malaugrym
1.6 Baneguard 1.41 Meazel
1.7 Banelar 1.42 Myrlochar
1.8 Bat, Deep 1.43 Nishruu
1.9 Beast of Malar 1.44 Nyth
1.10 Beholder Mage 1.45 Phaerimm
1.11 Beholderkin, Gouger 1.46 Planetouched, Fey'ri
1.12 Chosen One 1.46.1 Racial Feat: Daemonfey Magic
1.13 Cloaker Lord 1.47 Shalarin
1.14 Darkenbeast 1.48 Sharn
1.15 Darktree 1.49 Siv
1.16 Deepspawn 1.50 Spectral Panther
1.17 Demon, Ghour 1.51 Spider, Sword
1.18 Greater Doppelganger 1.52 Stinger
1.19 Brown Dragon 1.53 Tall Mouther
1.20 Deep Dragon 1.54 Tomb Tapper
1.21 Fang Dragon 1.55 Unicorn, Black
1.22 Song Dragon 1.56 Wemic
1.23 Dragonkin 1.57 Zombie, Tyrantfog
1.24 Dread Warrior 1.58 Beast of Xvim
1.25 Arctic Dwarf 1.58.1 Beast of Xvim Template
1.26 Urdunnir 1.59 Curst
1.27 Ghaunadan 1.60 Ghost
1.28 Fog Giant 1.61 Ghost, Doomsphere
1.29 Phaerlin Giant 1.62 Watchghost
1.30 Gibberling 1.63 Lich
1.31 Goblin, Dekanter 1.64 Banelich
1.32 Golem, Gemstone 1.65 Lich, Good
1.33 Thayan Golem 1.66 Lycanthrope
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